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Just finished getting from Diamond 4 to Mythic with this deck I brewed up. The strategy of this deck is to mill and use spells that get more efficient when you mill. It does this in three main ways: Rogues, Crabs, and Draw.
Rogues: Incredibly efficient, 2/3 are at flash speed. Try to get Thieves' Guild Enforcer out as quickly as possible, and multiple at once if possible. They stack QUICK, and having their effect trigger on both ETB and other rogues entering can win you games outright. Soaring Thought-Thief is both a great end of opponent's turn play and sneaky combat trick. Merfolk Windrobber is there for a number of reasons, but a cheap trigger for TGE is most of it. We'll get to the other reasons soon. Finally, one Lurrus is there to resummon any rogues (or Crabs) that you block with. Try to chump with the Merfolk then use their ability before damage.
Crabs: If you have two crabs in your starting hand, you basically win. They're so efficient and can basically make your Drown in the Lochs able to counter anything by turn 2. I have Fabled Passages in there for the double dip. You can mill up to 24 cards with a single land drop, potentially. Very broken.
Draw: The real change I made to normal Dimir Rogues was de-emphasizing some of the more expensive tempo cards it was running in favor of really focusing on mill. One of the best mill engines in Standard is Tuferi's Tutelage. By having one or two of these on board (or 3 if you're very lucky), plus an Into the Story, you refresh your hand with one of the best draw spells in the format and mill them for 8-16 cards.
Misc: Don't sleep on Anticognition. That scry effect in a deck with this much draw makes it a powerful tempo card, and it's only common.
Get any combination of these three strategies on board at once, and there are NO DEAD DRAWS. Milling even a Yorion deck is easy. Only decks I've had real issues against are RDW, UR Giants, and some gimmicky anti-mill decks with 250 cards (even then, you can sometimes just swing in and win against them).
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